/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *	    Misc module for general commands: not skills or spells	    *
 ****************************************************************************
 * Note: Most of the stuff in here would go in act_obj.c, but act_obj was   *
 * getting big.								    *
 ****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"


extern int	top_exit;

/*
 * Fill a container
 * Many enhancements added by Thoric (ie: filling non-drink containers)
 */
void do_fill( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *source;
    sh_int    dest_item, src_item1, src_item2, src_item3;
    int       diff = 0;
    bool      all = FALSE;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    /* munch optional words */
    if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ))
    &&    argument[0] != '\0' )
	argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Fill what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }
    else
	dest_item = obj->item_type;

    src_item1 = src_item2 = src_item3 = -1;
    switch( dest_item )
    {
	default:
	  act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
	  send_to_char( "You cannot fill that.\n\r", ch );
	  return;
	/* place all fillable item types here */
	case ITEM_DRINK_CON:
	  src_item1 = ITEM_FOUNTAIN;	src_item2 = ITEM_BLOOD;		break;
	case ITEM_HERB_CON:
	  src_item1 = ITEM_HERB;	src_item2 = ITEM_HERB_CON;	break;
	case ITEM_PIPE:
	  src_item1 = ITEM_HERB;	src_item2 = ITEM_HERB_CON;	break;
	case ITEM_CONTAINER:
	  src_item1 = ITEM_CONTAINER;	src_item2 = ITEM_CORPSE_NPC;
	  src_item3 = ITEM_CORPSE_PC;	break;
    }

    if ( dest_item == ITEM_CONTAINER )
    {
	if ( IS_SET(obj->value[1], CONT_CLOSED) )
	{
	    act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
	    return;
	}
	if ( get_real_obj_weight( obj ) / obj->count
	>=   obj->value[0] )
	{
	   send_to_char( "It's already full as it can be.\n\r", ch );
	   return;
	}
    }
    else
    {
	diff = obj->value[0] - obj->value[1];
	if ( diff < 1 || obj->value[1] >= obj->value[0] )
	{
	   send_to_char( "It's already full as it can be.\n\r", ch );
	   return;
	}
    }

    if ( dest_item == ITEM_PIPE
    &&   IS_SET( obj->value[3], PIPE_FULLOFASH ) )
    {
	send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
	return;
    }

    if ( arg2[0] != '\0' )
    {
      if ( dest_item == ITEM_CONTAINER
      && (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) )
      {
	all = TRUE;
	source = NULL;
      }
      else
      /* This used to let you fill a pipe from an object on the ground.  Seems
         to me you should be holding whatever you want to fill a pipe with.
         It's nitpicking, but I needed to change it to get a mobprog to work
         right.  Check out Lord Fitzgibbon if you're curious.  -Narn */
      if ( dest_item == ITEM_PIPE )
      {
        if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
	{
	   send_to_char( "You don't have that item.\n\r", ch );
	   return;
	}
	if ( source->item_type != src_item1 && source->item_type != src_item2
	&&   source->item_type != src_item3 )
	{
	   act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
	   return;
	}
      }
      else
      {
	if ( ( source =  get_obj_here( ch, arg2 ) ) == NULL )
	{
	   send_to_char( "You cannot find that item.\n\r", ch );
	   return;
	}
      }
    }
    else
	source = NULL;

    if ( !source && dest_item == ITEM_PIPE )
    {
	send_to_char( "Fill it with what?\n\r", ch );
	return;
    }

    if ( !source )
    {
	bool      found = FALSE;
	OBJ_DATA *src_next;

	found = FALSE;
	separate_obj( obj );
	for ( source = ch->in_room->first_content;
	      source;
	      source = src_next )
	{
	    src_next = source->next_content;
	    if (dest_item == ITEM_CONTAINER)
	    {
		if ( !CAN_WEAR(source, ITEM_TAKE)
		||    IS_OBJ_STAT( source, ITEM_BURIED )
		||   (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
		||    ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
		||   (get_real_obj_weight(source) + get_real_obj_weight(obj)/obj->count)
		    > obj->value[0] )
		  continue;
		if ( all && arg2[3] == '.'
		&&  !nifty_is_name( &arg2[4], source->name ) )
		   continue;
		obj_from_room(source);
		if ( source->item_type == ITEM_MONEY )
		{
		   ch->gold += source->value[0];
		   extract_obj( source );
		}
		else
		   obj_to_obj(source, obj);
		found = TRUE;
	    }
	    else
	    if (source->item_type == src_item1
	    ||  source->item_type == src_item2
	    ||  source->item_type == src_item3)
	    {
		found = TRUE;
		break;
	    }
	}
	if ( !found )
	{
	    switch( src_item1 )
	    {
		default:
		  send_to_char( "There is nothing appropriate here!\n\r", ch );
		  return;
		case ITEM_FOUNTAIN:
		  send_to_char( "There is no fountain or pool here!\n\r", ch );
		  return;
		case ITEM_BLOOD:
		  send_to_char( "There is no blood pool here!\n\r", ch );
		  return;
		case ITEM_HERB_CON:
		  send_to_char( "There are no herbs here!\n\r", ch );
		  return;
		case ITEM_HERB:
		  send_to_char( "You cannot find any smoking herbs.\n\r", ch );
		  return;
	    }
	}
	if (dest_item == ITEM_CONTAINER)
	{
	  act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
	  act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
	  return;
	}
    }

    if (dest_item == ITEM_CONTAINER)
    {
	OBJ_DATA *otmp, *otmp_next;
	char name[MAX_INPUT_LENGTH];
	CHAR_DATA *gch;
	char *pd;
	bool found = FALSE;

	if ( source == obj )
	{
	    send_to_char( "You can't fill something with itself!\n\r", ch );
	    return;
	}

	switch( source->item_type )
	{
	    default:	/* put something in container */
		if ( !source->in_room	/* disallow inventory items */
		||   !CAN_WEAR(source, ITEM_TAKE)
		||   (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
		||    ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
		||   (get_real_obj_weight(source) + get_real_obj_weight(obj)/obj->count)
		    > obj->value[0] )
		{
		    send_to_char( "You can't do that.\n\r", ch );
		    return;
		}
		separate_obj( obj );
		act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
		act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
		obj_from_room(source);
		obj_to_obj(source, obj);
		break;
	    case ITEM_MONEY:
		send_to_char( "You can't do that... yet.\n\r", ch );
		break;
	    case ITEM_CORPSE_PC:
		if ( IS_NPC(ch) )
		{
		    send_to_char( "You can't do that.\n\r", ch );
		    return;
		}
                if ( IS_OBJ_STAT( source, ITEM_CLANCORPSE )
                &&  !IS_IMMORTAL( ch ) )
                {
                    send_to_char( "Your hands fumble.  Maybe you better loot a different way.\n\r", ch );
                    return;
                }
		if ( !IS_OBJ_STAT( source, ITEM_CLANCORPSE )
		||   !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
		{
		    pd = source->short_descr;
		    pd = one_argument( pd, name );
		    pd = one_argument( pd, name );
		    pd = one_argument( pd, name );
		    pd = one_argument( pd, name );

		    if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
		    {
			bool fGroup;

			fGroup = FALSE;
			for ( gch = first_char; gch; gch = gch->next )
			{
			    if ( !IS_NPC(gch)
			    &&   is_same_group( ch, gch )
			    &&   !str_cmp( name, gch->name ) )
			    {
				fGroup = TRUE;
				break;
			    }
			}
			if ( !fGroup )
			{
			    send_to_char( "That's someone else's corpse.\n\r", ch );
			    return;
			}
		    }
		}
	    case ITEM_CONTAINER:
		if ( source->item_type == ITEM_CONTAINER  /* don't remove */
		&&   IS_SET(source->value[1], CONT_CLOSED) )
		{
		    act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
		    return;
		}
	    case ITEM_CORPSE_NPC:
		if ( (otmp=source->first_content) == NULL )
		{
		    send_to_char( "It's empty.\n\r", ch );
		    return;
		}
		separate_obj( obj );
		for ( ; otmp; otmp = otmp_next )
		{
		    otmp_next = otmp->next_content;

		    if ( !CAN_WEAR(otmp, ITEM_TAKE)
		    ||   (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch))
		    ||    ch->carry_number + otmp->count > can_carry_n(ch)
		    ||    ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch)
		    ||   (get_real_obj_weight(source) + get_real_obj_weight(obj)/obj->count)
			> obj->value[0] )
			continue;
		    obj_from_obj(otmp);
		    obj_to_obj(otmp, obj);
		    found = TRUE;
		}
		if ( found )
		{
		   act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
		   act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
		}
		else
		   send_to_char( "There is nothing appropriate in there.\n\r", ch );
		break;
	}
	return;
    }

    if ( source->value[1] < 1 )
    {
	send_to_char( "There's none left!\n\r", ch );
	return;
    }
    if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
      separate_obj( source );
    separate_obj( obj );

    switch( source->item_type )
    {
	default:
	  bug( "do_fill: got bad item type: %d", source->item_type );
	  send_to_char( "Something went wrong...\n\r", ch );
	  return;
	case ITEM_FOUNTAIN:
	  if ( obj->value[1] != 0 && obj->value[2] != 0 )
	  {
	     send_to_char( "There is already another liquid in it.\n\r", ch );
	     return;
	  }
	  obj->value[2] = 0;
	  obj->value[1] = obj->value[0];
	  act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
	  act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
	  return;
	case ITEM_BLOOD:
	  if ( obj->value[1] != 0 && obj->value[2] != 13 )
	  {
	     send_to_char( "There is already another liquid in it.\n\r", ch );
	     return;
	  }
	  obj->value[2] = 13;
	  if ( source->value[1] < diff )
	    diff = source->value[1];
	  obj->value[1] += diff;
	  act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
	  act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
	  if ( (source->value[1] -= diff) < 1 )
	  {
 	     extract_obj( source );
	     make_bloodstain( ch );
	  }
	  return;
	case ITEM_HERB:
	  if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
	  {
	     send_to_char( "There is already another type of herb in it.\n\r", ch );
	     return;
	  }
	  obj->value[2] = source->value[2];
	  if ( source->value[1] < diff )
	    diff = source->value[1];
	  obj->value[1] += diff;
	  act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
	  act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
	  if ( (source->value[1] -= diff) < 1 )
 	     extract_obj( source );
	  return;
	case ITEM_HERB_CON:
	  if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
	  {
	     send_to_char( "There is already another type of herb in it.\n\r", ch );
	     return;
	  }
	  obj->value[2] = source->value[2];
	  if ( source->value[1] < diff )
	    diff = source->value[1];
	  obj->value[1] += diff;
	  source->value[1] -= diff;
	  act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
	  act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
	  return;
	case ITEM_DRINK_CON:
	  if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
	  {
	     send_to_char( "There is already another liquid in it.\n\r", ch );
	     return;
	  }
	  obj->value[2] = source->value[2];
	  if ( source->value[1] < diff )
	    diff = source->value[1];
	  obj->value[1] += diff;
	  source->value[1] -= diff;
	  act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
	  act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
	  return;
    }
}

void do_drink( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int amount;
    int liquid;

    argument = one_argument( argument, arg );
    /* munch optional words */
    if ( !str_cmp( arg, "from" ) && argument[0] != '\0' )
	argument = one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
	    if ( (obj->item_type == ITEM_FOUNTAIN)
	    ||   (obj->item_type == ITEM_BLOOD) )
		break;

	if ( !obj )
	{
	    send_to_char( "Drink what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
	separate_obj(obj);

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 )
    {
	send_to_char( "You fail to reach your mouth.  *Hic*\n\r", ch );
	return;
    }

    switch ( obj->item_type )
    {
    default:
	if ( obj->carried_by == ch )
	{
	    act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
	    act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
	}
	else
	{
	    act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
	    act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
	}
	break;

    case ITEM_POTION:
	if ( obj->carried_by == ch )
	   do_quaff( ch, obj->name );
	else
	   send_to_char( "You're not carrying that.\n\r", ch );
	break;

    case ITEM_BLOOD:
	if ( IS_VAMPIRE(ch) && !IS_NPC(ch) )
	{
	    if ( obj->timer > 0		/* if timer, must be spilled blood */
	    &&   ch->level > 5
	    &&   ch->pcdata->condition[COND_BLOODTHIRST] > (5+ch->level/10) )
	    {
		send_to_char( "It is beneath you to stoop to drinking blood from the ground!\n\r", ch );
		send_to_char( "Unless in dire need, you'd much rather have blood from a victim's neck!\n\r", ch );
		return;
	    }
	    if ( ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) )
	    {
		if ( ch->pcdata->condition[COND_FULL] >= 48
		||   ch->pcdata->condition[COND_THIRST] >= 48 )
		{
		    send_to_char( "You are too full to drink any blood.\n\r", ch );
		    return;
		}

		if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
		{
		   act( AT_BLOOD, "$n drinks from the spilled blood.", ch, NULL, NULL, TO_ROOM );
		   set_char_color( AT_BLOOD, ch );
		   send_to_char( "You relish in the replenishment of this vital fluid...\n\r", ch );
		   if (obj->value[1] <=1) 
                   {
			set_char_color( AT_BLOOD, ch );
			send_to_char( "You drink the last drop of blood from the spill.\n\r", ch);
			act( AT_BLOOD, "$n drinks the last drop of blood from the spill.", ch, NULL, NULL, TO_ROOM );
		   }
		}

		gain_condition(ch, COND_BLOODTHIRST, 1);
		gain_condition(ch, COND_FULL, 1);
		gain_condition(ch, COND_THIRST, 1);
		if (--obj->value[1] <=0)
		{
		   if ( obj->serial == cur_obj )
		     global_objcode = rOBJ_DRUNK;
		   extract_obj( obj );
		   make_bloodstain( ch );
		}
	    }
	    else
	      send_to_char( "Alas... you cannot consume any more blood.\n\r", ch );
	}
	else
	  send_to_char( "It is not in your nature to do such things.\n\r", ch );
	break;

    case ITEM_FOUNTAIN:
	if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
	{
	   act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
	   send_to_char( "You take a long thirst quenching drink.\n\r", ch );
	}

	if ( !IS_NPC(ch) )
	    ch->pcdata->condition[COND_THIRST] = 40;
	break;

    case ITEM_DRINK_CON:
	if ( obj->value[1] <= 0 )
	{
	    send_to_char( "It is already empty.\n\r", ch );
	    return;
	}

	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
	{
	   act( AT_ACTION, "$n drinks $T from $p.",
		ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	   act( AT_ACTION, "You drink $T from $p.",
		ch, obj, liq_table[liquid].liq_name, TO_CHAR );
	}

	amount = 1; /* UMIN(amount, obj->value[1]); */
	/* what was this? concentrated drinks?  concentrated water
	   too I suppose... sheesh! */

	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) )
	{
	    if ( ch->pcdata->condition[COND_DRUNK]  > 24 )
		send_to_char( "You feel quite sloshed.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_DRUNK]  > 18 )
		send_to_char( "You feel very drunk.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_DRUNK]  > 12 )
		send_to_char( "You feel drunk.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_DRUNK]  > 8 )
		send_to_char( "You feel a little drunk.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_DRUNK]  > 5 )
		send_to_char( "You feel light headed.\n\r", ch );

	    if ( ch->pcdata->condition[COND_FULL]   > 40 )
		send_to_char( "You are full.\n\r", ch );

	    if ( ch->pcdata->condition[COND_THIRST] > 40 )
		send_to_char( "You feel bloated.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_THIRST] > 36 )
		send_to_char( "Your stomach is sloshing around.\n\r", ch );
	    else
	    if ( ch->pcdata->condition[COND_THIRST] > 30 )
		send_to_char( "You do not feel thirsty.\n\r", ch );
	}

	if ( obj->value[3] )
	{
	    /* The drink was poisoned! */
	    AFFECT_DATA af;

	    act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
	    act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
	    ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
	    af.type      = gsn_poison;
	    af.duration  = 3 * obj->value[3];
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = meb(AFF_POISON);
	    affect_join( ch, &af );
	}

	obj->value[1] -= amount;
	if ( obj->value[1] <= 0 )
	{
	    send_to_char( "The empty container vanishes.\n\r", ch );
	    if ( cur_obj == obj->serial )
	      global_objcode = rOBJ_DRUNK;
	    extract_obj( obj );
	}
	break;
    }
    if ( who_fighting( ch ) && IS_PKILL( ch ) )
      WAIT_STATE( ch, PULSE_PER_SECOND/3 );
    else
      WAIT_STATE( ch, PULSE_PER_SECOND );
    return;
}

void do_eat( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    ch_ret retcode;
    int foodcond;
    bool hgflag = TRUE;

    if ( argument[0] == '\0' )
    {
	send_to_char( "Eat what?\n\r", ch );
	return;
    }

    if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 )
	if ( ms_find_obj(ch) )
	    return;

    if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
	return;

    if ( !IS_IMMORTAL(ch) )
    {
	if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
	     obj->item_type != ITEM_COOK)
	{
	    act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)",  ch, obj, NULL, TO_ROOM );
	    act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
	    return;
	}

	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
	{
	    send_to_char( "You are too full to eat more.\n\r", ch );
	    return;
	}
    }

    if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) )
	hgflag = FALSE;

    /* required due to object grouping */
    separate_obj( obj );
    if ( obj->in_obj )
    {
	if ( !hgflag )
	  act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
	act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
    }
    if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 47) )
    {
	sprintf( buf, "%s",
	( ch->in_room->sector_type == SECT_UNDERWATER ||
	  ch->in_room->sector_type == SECT_WATER_SWIM ||
	  ch->in_room->sector_type == SECT_WATER_NOSWIM )   ? "dissolves in the water" :
	( ch->in_room->sector_type == SECT_AIR        ||
	  IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) ) ? "falls far below" :
							      "is trampled underfoot" );
        act( AT_MAGIC, "$n drops $p, and it $T.", ch, obj, buf, TO_ROOM );
	if ( !hgflag )
	  act( AT_MAGIC, "Oops, $p slips from your hand and $T!", ch, obj, buf, TO_CHAR );
    }
    else
    {
        if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
        {
          if ( !obj->action_desc || obj->action_desc[0]=='\0' )
          {
            act( AT_ACTION, "$n eats $p.",  ch, obj, NULL, TO_ROOM );
	    if ( !hgflag )
		act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
          }
          else
            actiondesc( ch, obj, NULL ); 
        }

    switch ( obj->item_type )
    {

    case ITEM_COOK:
    case ITEM_FOOD:
	WAIT_STATE( ch, PULSE_PER_SECOND/3 );
	if ( obj->timer > 0 && obj->value[1] > 0 )
	   foodcond = (obj->timer * 10) / obj->value[1];
	else
	   foodcond = 10;

	if ( !IS_NPC(ch) )
	{
	    int condition;

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 );
	    if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 40 )
		send_to_char( "You are full.\n\r", ch );
	}

	if (  obj->value[3] != 0
	||   (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) 
	|| (obj->item_type == ITEM_COOK && obj->value[2] == 0 ) )
	{
	    /* The food was poisoned! */
	    AFFECT_DATA af;

	    if ( obj->value[3] != 0 )
	    {
		act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
		act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
		ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
	    }
	    else
	    {
		act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
		act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
		ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
	    }

	    af.type      = gsn_poison;
	    af.duration  = 2 * obj->value[0]
	    		 * (obj->value[3] > 0 ? obj->value[3] : 1);
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = meb(AFF_POISON);
	    affect_join( ch, &af );
	}
	break;

    case ITEM_PILL:
	sysdata.upill_val += obj->cost/100;
	if ( who_fighting( ch ) && IS_PKILL( ch ) )
          WAIT_STATE( ch, PULSE_PER_SECOND/4 );
        else
          WAIT_STATE( ch, PULSE_PER_SECOND/3 );
	/* allow pills to fill you, if so desired */
	if ( !IS_NPC(ch) && obj->value[4] )
	{
	    int condition;

	    condition = ch->pcdata->condition[COND_FULL];
	    gain_condition( ch, COND_FULL, obj->value[4] );
	    if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
		send_to_char( "You are no longer hungry.\n\r", ch );
	    else if ( ch->pcdata->condition[COND_FULL] > 40 )
		send_to_char( "You are full.\n\r", ch );
	}
	retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
	if ( retcode == rNONE )
	  retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
	if ( retcode == rNONE )
	  retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
	break;
    }

    }
    if ( obj->serial == cur_obj )
      global_objcode = rOBJ_EATEN;
    extract_obj( obj );
    return;
}

void do_quaff( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    ch_ret retcode;
    bool hgflag = TRUE;

    if ( argument[0] == '\0' || !str_cmp(argument, "") )
    {
	send_to_char( "Quaff what?\n\r", ch );
	return;
    }

    if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
	return;

    if ( !IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM) )
    	return;

    if ( obj->item_type != ITEM_POTION )
    {
	if ( obj->item_type == ITEM_DRINK_CON )
	   do_drink( ch, obj->name );
	else
	{
	   act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
	   act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
	}
	return;
    }

    /*
     * Empty container check 					-Shaddai
     */
     if ( obj->value[1] == -1 && obj->value[2] == -1 && obj->value[3] == -1 )
     {
       send_to_char( "You suck in nothing but air.\n\r", ch );
       return;
     }
    /*
     * Fullness checking					-Thoric
     */
    if ( !IS_NPC(ch)
    && ( ch->pcdata->condition[COND_FULL] >= 48
    ||   ch->pcdata->condition[COND_THIRST] >= 48 ) )
    {
	send_to_char( "Your stomach cannot contain any more.\n\r", ch );
	return;
    }

    /* People with nuisance flag feels up quicker. -- Shaddai */
    /* Yeah so I can't spell I'm a coder :P --Shaddai */
    /* You are now adept at feeling up quickly! -- Blod */
    if ( !IS_NPC(ch) && ch->pcdata->nuisance &&
		ch->pcdata->nuisance->flags > 3
     &&(ch->pcdata->condition[COND_FULL]>=(48-(3*ch->pcdata->nuisance->flags)+
	ch->pcdata->nuisance->power)
     ||ch->pcdata->condition[COND_THIRST]>=(48-(ch->pcdata->nuisance->flags)+
	ch->pcdata->nuisance->power)))
    {
        send_to_char( "Your stomach cannot contain any more.\n\r", ch );
        return;
    }

    if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) )
	hgflag = FALSE;

    separate_obj( obj );
    if ( obj->in_obj )
    {
      if ( !CAN_PKILL( ch ) )
      {
        act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
	act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
      }
    }

    /*
     * If fighting, chance of dropping potion			-Thoric
     */
    if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
    {
	act( AT_MAGIC, "$n fumbles $p and shatters it into fragments.", ch, obj, NULL, TO_ROOM );
	if ( !hgflag )
	  act( AT_MAGIC, "Oops... $p is knocked from your hand and shatters!", ch, obj, NULL ,TO_CHAR );
    }
    else
    {
	if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
	{
          if ( !CAN_PKILL( ch ) || !obj->in_obj )
          {
	    act( AT_ACTION, "$n quaffs $p.",  ch, obj, NULL, TO_ROOM );
	    if ( !hgflag )
	      act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
          }
          else if ( obj->in_obj )
          {
            act( AT_ACTION, "$n quaffs $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
	    if ( !hgflag )
	      act( AT_ACTION, "You quaff $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
          }
	}

        if ( who_fighting( ch ) && IS_PKILL( ch ) )
          WAIT_STATE( ch, PULSE_PER_SECOND/5 );
        else
          WAIT_STATE( ch, PULSE_PER_SECOND/3 );

	gain_condition( ch, COND_THIRST, 1 );
	if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 43 )
	  act( AT_ACTION, "Your stomach is nearing its capacity.", ch, NULL, NULL, TO_CHAR );
	retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
	if ( retcode == rNONE )
	  retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
	if ( retcode == rNONE )
	  retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
    }
    if ( obj->pIndexData->vnum == OBJ_VNUM_FLASK_BREWING )
	sysdata.brewed_used++;
    else
	sysdata.upotion_val += obj->cost/100;
    if ( cur_obj == obj->serial )
      global_objcode = rOBJ_QUAFFED;
    extract_obj( obj );
    return;
}


void do_recite( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *scroll;
    OBJ_DATA *obj;
    ch_ret    retcode;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Recite what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that scroll.\n\r", ch );
	return;
    }

    if ( scroll->item_type != ITEM_SCROLL )
    {
	act( AT_ACTION, "$n holds up $p as if to recite something from it...",  ch, scroll, NULL, TO_ROOM );
	act( AT_ACTION, "You hold up $p and stand there with your mouth open.  (Now what?)", ch, scroll, NULL, TO_CHAR );
	return;
    }

    if ( IS_NPC(ch) 
    && (scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) )
    {
	send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch );
	return;
    }

    if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING)
      &&(ch->level + 10 < scroll->value[0]))
    {
        send_to_char( "This scroll is too complex for you to understand.\n\r", ch);
        return;
    }

    obj = NULL;
    if ( arg2[0] == '\0' )
	victim = ch;
    else
    {
	if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    if ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING )
	sysdata.scribed_used++;
    separate_obj( scroll );
    act( AT_MAGIC, "$n recites $p.", ch, scroll, NULL, TO_ROOM );
    act( AT_MAGIC, "You recite $p.", ch, scroll, NULL, TO_CHAR );

    if ( victim != ch )
	WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
    else
        WAIT_STATE( ch, PULSE_PER_SECOND/2 );

    retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
    if ( retcode == rNONE )
      retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
    if ( retcode == rNONE )
      retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );

    if ( scroll->serial == cur_obj )
      global_objcode = rOBJ_USED;
    extract_obj( scroll );
    return;
}


/*
 * Function to handle the state changing of a triggerobject (lever)  -Thoric
 */
void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA		*rch;
    bool		 isup;
    ROOM_INDEX_DATA	*room,  *to_room;
    EXIT_DATA		*pexit, *pexit_rev;
    int			 edir;
    char		*txt;

    if ( IS_SET( obj->value[0], TRIG_UP ) )
      isup = TRUE;
    else
      isup = FALSE;
    switch( obj->item_type )
    {
	default:
	  sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
	  send_to_char( buf, ch );
	  return;
	  break;
	case ITEM_SWITCH:
	case ITEM_LEVER:
	case ITEM_PULLCHAIN:
	  if ( (!pull && isup) || (pull && !isup) )
	  {
		sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" );
		send_to_char( buf, ch );
		return;
 	  }
	case ITEM_BUTTON:
	  if ( (!pull && isup) || (pull && !isup) )
	  {
		sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
		send_to_char( buf, ch );
		return;
	  }
	  break;
    }
    if( (pull) && HAS_PROG(obj->pIndexData,PULL_PROG) )
    {
	if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
 	  REMOVE_BIT( obj->value[0], TRIG_UP );
 	oprog_pull_trigger( ch, obj );
        return;
    }
    if( (!pull) && HAS_PROG(obj->pIndexData,PUSH_PROG) )
    {
	if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
	  SET_BIT( obj->value[0], TRIG_UP );
	oprog_push_trigger( ch, obj );
        return;
    }

    if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
    {
      sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
      act( AT_ACTION, buf,  ch, obj, NULL, TO_ROOM );
      sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
      act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
    }

    if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
    {
	if ( pull )
	  REMOVE_BIT( obj->value[0], TRIG_UP );
	else
	  SET_BIT( obj->value[0], TRIG_UP );
    }
    if ( IS_SET( obj->value[0], TRIG_TELEPORT )
    ||   IS_SET( obj->value[0], TRIG_TELEPORTALL )
    ||   IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
    {
	int flags;

	if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
	{
	    bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
	    return;
	}
	flags = 0;
	if ( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
	  SET_BIT( flags, TELE_SHOWDESC );
	if ( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
	  SET_BIT( flags, TELE_TRANSALL );
	if ( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
	  SET_BIT( flags, TELE_TRANSALLPLUS );

	teleport( ch, obj->value[1], flags );
	return;
    }

    if ( IS_SET( obj->value[0], TRIG_RAND4 )
    ||	 IS_SET( obj->value[0], TRIG_RAND6 ) )
    {
	int maxd;

	if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
	{
	    bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
	    return;
	}

	if ( IS_SET( obj->value[0], TRIG_RAND4 ) )
	  maxd = 3;
	else
	  maxd = 5;

	randomize_exits( room, maxd );
	for ( rch = room->first_person; rch; rch = rch->next_in_room )
	{
	   send_to_char( "You hear a loud rumbling sound.\n\r", rch );
	   send_to_char( "Something seems different...\n\r", rch );
	}
    }
    if ( IS_SET( obj->value[0], TRIG_DOOR ) )
    {
	room = get_room_index( obj->value[1] );
	if ( !room )
	  room = obj->in_room;
	if ( !room )
	{
	  bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
	  return;
	}	
	if ( IS_SET( obj->value[0], TRIG_D_NORTH ) )
	{
	  edir = DIR_NORTH;
	  txt = "to the north";
	}
	else
	if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
	{
	  edir = DIR_SOUTH;
	  txt = "to the south";
	}
	else
	if ( IS_SET( obj->value[0], TRIG_D_EAST ) )
	{
	  edir = DIR_EAST;
	  txt = "to the east";
	}
	else
	if ( IS_SET( obj->value[0], TRIG_D_WEST ) )
	{
	  edir = DIR_WEST;
	  txt = "to the west";
	}
	else
	if ( IS_SET( obj->value[0], TRIG_D_UP ) )
	{
	  edir = DIR_UP;
	  txt = "from above";
	}
	else
	if ( IS_SET( obj->value[0], TRIG_D_DOWN ) )
	{
	  edir = DIR_DOWN;
	  txt = "from below";
	}
	else
	{
	  bug( "PullOrPush: door: no direction flag set.", 0 );
	  return;
	}
	pexit = get_exit( room, edir );
	if ( !pexit )
	{
	    if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
	    {
		bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
		return;
	    }
	    to_room = get_room_index( obj->value[2] );
	    if ( !to_room )
	    {
		bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
		return;
	    }
	    pexit = make_exit( room, to_room, edir );
	    pexit->keyword	= STRALLOC( "" );
	    pexit->description	= STRALLOC( "" );
	    pexit->key		= -1;
	    pexit->exit_info	= 0;
	    top_exit++;
	    act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
	    act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
	    return;
	}
	if ( IS_SET( obj->value[0], TRIG_UNLOCK )
	&&   IS_SET( pexit->exit_info, EX_LOCKED) )
	{
	    REMOVE_BIT(pexit->exit_info, EX_LOCKED);
	    act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
	    act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
	    if ( ( pexit_rev = pexit->rexit ) != NULL
	    &&   pexit_rev->to_room == ch->in_room )
		REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
	    return;
	}
	if ( IS_SET( obj->value[0], TRIG_LOCK   )
	&&  !IS_SET( pexit->exit_info, EX_LOCKED) )
	{
	    SET_BIT(pexit->exit_info, EX_LOCKED);
	    act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
	    act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
	    if ( ( pexit_rev = pexit->rexit ) != NULL
	    &&   pexit_rev->to_room == ch->in_room )
		SET_BIT( pexit_rev->exit_info, EX_LOCKED );
	    return;
	}
	if ( IS_SET( obj->value[0], TRIG_OPEN   )
	&&   IS_SET( pexit->exit_info, EX_CLOSED) )
	{
	    REMOVE_BIT(pexit->exit_info, EX_CLOSED);
	    for ( rch = room->first_person; rch; rch = rch->next_in_room )
		act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
	    if ( ( pexit_rev = pexit->rexit ) != NULL
	    &&   pexit_rev->to_room == ch->in_room )
	    {
		REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
		/* bug here pointed out by Nick Gammon */
		for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
		    act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	    }
	    check_room_for_traps( ch, trap_door[edir]);
	    return;
	}
	if ( IS_SET( obj->value[0], TRIG_CLOSE   )
	&&  !IS_SET( pexit->exit_info, EX_CLOSED) )
	{
	    SET_BIT(pexit->exit_info, EX_CLOSED);
	    for ( rch = room->first_person; rch; rch = rch->next_in_room )
		act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
	    if ( ( pexit_rev = pexit->rexit ) != NULL
	    &&   pexit_rev->to_room == ch->in_room )
	    {
		SET_BIT( pexit_rev->exit_info, EX_CLOSED );
		/* bug here pointed out by Nick Gammon */
		for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
		    act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
	    }
	    check_room_for_traps( ch, trap_door[edir]);
	    return;
	}
    }
}


void do_pull( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Pull what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
    {
	act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
	return;
    }

    pullorpush( ch, obj, TRUE );
}

void do_push( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Push what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
    {
	act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
	return;
    }

    pullorpush( ch, obj, FALSE );
}

void do_rap( CHAR_DATA *ch, char *argument )
{
        EXIT_DATA *pexit;
        char       arg [ MAX_INPUT_LENGTH ];

        one_argument( argument, arg );
 
        if ( arg[0] == '\0' )
        {
          send_to_char( "Rap on what?\n\r", ch );
          return;
        }
        if ( ch->fighting )
        {
          send_to_char( "You have better things to do with your hands right now.\n\r", ch );
          return;
        }
        if ( ( pexit = find_door( ch, arg, FALSE ) ) != NULL )
        {
          ROOM_INDEX_DATA *to_room;
          EXIT_DATA       *pexit_rev;
          char            *keyword;
          if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
          {
            send_to_char( "Why knock?  It's open.\n\r", ch );
            return;
          }
          if ( IS_SET( pexit->exit_info, EX_SECRET ) )
            keyword = "wall";
          else
            keyword = pexit->keyword;
          act( AT_ACTION, "You rap loudly on the $d.", ch, NULL, keyword, TO_CHAR );
          act( AT_ACTION, "$n raps loudly on the $d.", ch, NULL, keyword, TO_ROOM );
          if ( (to_room = pexit->to_room) != NULL
          &&   (pexit_rev = pexit->rexit) != NULL 
          &&    pexit_rev->to_room        == ch->in_room )
          {
            CHAR_DATA *rch;
            for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
            {
              act( AT_ACTION, "Someone raps loudly from the other side of the $d.",
                rch, NULL, pexit_rev->keyword, TO_CHAR );
            }
          }
        }
        else
        {
          act( AT_ACTION, "You make knocking motions through the air.",
	    ch, NULL, NULL, TO_CHAR );
          act( AT_ACTION, "$n makes knocking motions through the air.",
	    ch, NULL, NULL, TO_ROOM );
        }
        return;
}

/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *opipe;
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Tamp what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( (opipe = get_obj_carry( ch, arg )) == NULL )
    {
	send_to_char( "You aren't carrying that.\n\r", ch );
	return;
    }
    if ( opipe->item_type != ITEM_PIPE )
    {
	send_to_char( "You can't tamp that.\n\r", ch );
	return;
    }
    if ( !IS_SET( opipe->value[3], PIPE_TAMPED ) )
    {
	act( AT_ACTION, "You gently tamp $p.", ch, opipe, NULL, TO_CHAR );
	act( AT_ACTION, "$n gently tamps $p.", ch, opipe, NULL, TO_ROOM );
	SET_BIT( opipe->value[3], PIPE_TAMPED );
	return;
    }
    send_to_char( "It doesn't need tamping.\n\r", ch );
}

void do_smoke( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *opipe;
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Smoke what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( (opipe = get_obj_carry( ch, arg )) == NULL )
    {
	send_to_char( "You aren't carrying that.\n\r", ch );
	return;
    }
    if ( opipe->item_type != ITEM_PIPE )
    {
	act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, opipe, NULL, TO_CHAR );
	act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting in $s pipe?)", ch, opipe, NULL, TO_ROOM );
	return;
    }
    if ( !IS_SET( opipe->value[3], PIPE_LIT ) )
    {
	act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, opipe, NULL, TO_CHAR );
	act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, opipe, NULL, TO_ROOM );
	return;
    }
    if ( opipe->value[1] > 0 )
    {
	if ( !oprog_use_trigger( ch, opipe, NULL, NULL, NULL ) )
	{
	   act( AT_ACTION, "You draw thoughtfully from $p.", ch, opipe, NULL, TO_CHAR );
	   act( AT_ACTION, "$n draws thoughtfully from $p.", ch, opipe, NULL, TO_ROOM );
	}

	if ( IS_VALID_HERB( opipe->value[2] ) && opipe->value[2] < top_herb )
	{
	    int sn		= opipe->value[2] + TYPE_HERB;
	    SKILLTYPE *skill	= get_skilltype( sn );

	    WAIT_STATE( ch, skill->beats );
	    if ( skill->spell_fun )
		obj_cast_spell( sn, UMIN(skill->min_level, ch->level),
			ch, ch, NULL );
	    if ( obj_extracted( opipe ) )
		return;
	}
	else
	    bug( "do_smoke: bad herb type %d", opipe->value[2] );

	SET_BIT( opipe->value[3], PIPE_HOT );
	if ( --opipe->value[1] < 1 )
	{
	   REMOVE_BIT( opipe->value[3], PIPE_LIT );
	   SET_BIT( opipe->value[3], PIPE_DIRTY );
	   SET_BIT( opipe->value[3], PIPE_FULLOFASH );
	}
    }
}

void do_light( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *opipe;
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Light what?\n\r", ch );
	return;
    }

    if ( ms_find_obj(ch) )
	return;

    if ( (opipe = get_obj_carry( ch, arg )) == NULL )
    {
	send_to_char( "You aren't carrying that.\n\r", ch );
	return;
    }
    if ( opipe->item_type != ITEM_PIPE )
    {
	send_to_char( "You can't light that.\n\r", ch );
	return;
    }
    if ( !IS_SET( opipe->value[3], PIPE_LIT ) )
    {
	if ( opipe->value[1] < 1 )
	{
	  act( AT_ACTION, "You try to light $p, but it's empty.", ch, opipe, NULL, TO_CHAR );
	  act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, opipe, NULL, TO_ROOM );
	  return;
	}
	act( AT_ACTION, "You carefully light $p.", ch, opipe, NULL, TO_CHAR );
	act( AT_ACTION, "$n carefully lights $p.", ch, opipe, NULL, TO_ROOM );
	SET_BIT( opipe->value[3], PIPE_LIT );
	return;
    }
    send_to_char( "It's already lit.\n\r", ch );
}

void do_empty( CHAR_DATA *ch, char *argument )
{
    OBJ_DATA *obj;
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );
    if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
	argument = one_argument( argument, arg2 );

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Empty what?\n\r", ch );
	return;
    }
    if ( ms_find_obj(ch) )
	return;

    if ( (obj = get_obj_carry( ch, arg1 )) == NULL )
    {
	send_to_char( "You aren't carrying that.\n\r", ch );
	return;
    }
    if ( obj->count > 1 )
      separate_obj(obj);

    switch( obj->item_type )
    {
	default:
	  act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
	  act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
	  return;
	case ITEM_PIPE:
	  act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
	  act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
	  REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
	  REMOVE_BIT( obj->value[3], PIPE_LIT );
	  obj->value[1] = 0;
	  return;
	case ITEM_DRINK_CON:
	  if ( obj->value[1] < 1 )
	  {
		send_to_char( "It's already empty.\n\r", ch );
		return;
	  }
	  act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
	  act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
	  obj->value[1] = 0;
	  return;
	case ITEM_CONTAINER:
	case ITEM_QUIVER:
	  if ( IS_SET(obj->value[1], CONT_CLOSED) )
	  {
		act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
		return;
	  }
	case ITEM_KEYRING:
	  if ( !obj->first_content )
	  {
		send_to_char( "It's already empty.\n\r", ch );
		return;
	  }
	  if ( arg2[0] == '\0' )
	  {
		if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP )
        || (!IS_NPC( ch )
		||  xIS_SET( ch->act, PLR_LITTERBUG ) ) )
		{
		       set_char_color( AT_MAGIC, ch );
		       send_to_char( "A magical force stops you!\n\r", ch );
		       set_char_color( AT_TELL, ch );
		       send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
		       return;
		}
		if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) 
		||   IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
		{
		   send_to_char( "You can't seem to do that here...\n\r", ch );
		   return;
		}
		if ( empty_obj( obj, NULL, ch->in_room ) )
		{
		    act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
		    act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
		    if ( IS_SET( sysdata.save_flags, SV_EMPTY ) )
			save_char_obj( ch );
		}
		else
		    send_to_char( "Hmmm... didn't work.\n\r", ch );
	  }
	  else
	  {
		OBJ_DATA *dest = get_obj_here( ch, arg2 );

		if ( !dest )
		{
		    send_to_char( "You can't find it.\n\r", ch );
		    return;
		}
		if ( dest == obj )
		{
		    send_to_char( "You can't empty something into itself!\n\r", ch );
		    return;
		}
		if ( dest->item_type != ITEM_CONTAINER && dest->item_type != ITEM_KEYRING
		&&   dest->item_type != ITEM_QUIVER )
		{
		    send_to_char( "That's not a container!\n\r", ch );
		    return;
		}
		if ( IS_SET(dest->value[1], CONT_CLOSED) )
		{
		    act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
		    return;
		}
		separate_obj( dest );
		if ( empty_obj( obj, dest, NULL ) )
		{
		    act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
		    act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
		    if ( !dest->carried_by
		    &&    IS_SET( sysdata.save_flags, SV_EMPTY ) )
			save_char_obj( ch );
		}
		else
		    act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
	  }
	  return;
    }
}
 
/*
 * Apply a salve/ointment					-Thoric
 * Support for applying to others.  Pkill concerns dealt with elsewhere.
 */
void do_apply( CHAR_DATA *ch, char *argument )
{

    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *salve;
    OBJ_DATA *obj;
    ch_ret    retcode;

    argument = one_argument( argument, arg1 );
    argument = one_argument( argument, arg2 );
    if ( arg1[0] == '\0' )
    {
	send_to_char( "Apply what?\n\r", ch );
	return;
    }
    if ( ch->fighting )
    {
	send_to_char( "You're too busy fighting ...\n\r", ch );
	return;
    }
    if ( ms_find_obj(ch) )
	return;
    if ( ( salve = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that.\n\r", ch );
	return;
    }

    obj = NULL;
    if ( arg2[0] == '\0' )
	victim = ch;
    else
    {
	if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
	&&   ( obj    = get_obj_here  ( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "Apply it to what or who?\n\r", ch );
	    return;
	}
   }

   /* apply salve to another object */
   if ( obj )
   {
	send_to_char( "You can't do that... yet.\n\r", ch );
	return;
   }

   if ( victim->fighting )
   {
	send_to_char( "Wouldn't work very well while they're fighting ...\n\r", ch );
	return;
   }

   if ( salve->item_type != ITEM_SALVE )
   {
	if ( victim == ch )
	{
	    act( AT_ACTION, "$n starts to rub $p on $mself...", ch, salve, NULL, TO_ROOM );
            act( AT_ACTION, "You try to rub $p on yourself...", ch, salve, NULL, TO_CHAR );
	}
	else
	{
	    act( AT_ACTION, "$n starts to rub $p on $N...", ch, salve, victim, TO_NOTVICT );
	    act( AT_ACTION, "$n starts to rub $p on you...", ch, salve, victim, TO_VICT );
	    act( AT_ACTION, "You try to rub $p on $N...", ch, salve, victim, TO_CHAR );
	}
        return;
    }        
    separate_obj( salve );
    --salve->value[1];

    if ( !oprog_use_trigger( ch, salve, NULL, NULL, NULL ) )
    {
	if ( !salve->action_desc || salve->action_desc[0]=='\0' )
	{
	    if ( salve->value[1] < 1 )
	    {
		if ( victim != ch )
		{
		    act( AT_ACTION, "$n rubs the last of $p onto $N.",
			ch, salve, victim, TO_NOTVICT );
		    act( AT_ACTION, "$n rubs the last of $p onto you.",
			ch, salve, victim, TO_VICT );
		    act( AT_ACTION, "You rub the last of $p onto $N.",
			ch, salve, victim, TO_CHAR );
		}
		else
		{
		    act( AT_ACTION, "You rub the last of $p onto yourself.",
			ch, salve, NULL, TO_CHAR );
		    act( AT_ACTION, "$n rubs the last of $p onto $mself.",
			ch, salve, NULL, TO_ROOM );
		}
	    }
	    else
	    {
		if ( victim != ch )
        	{
		    act( AT_ACTION, "$n rubs $p onto $N.",
			ch, salve, victim, TO_NOTVICT );
		    act( AT_ACTION, "$n rubs $p onto you.",
			ch, salve, victim, TO_VICT );
		    act( AT_ACTION, "You rub $p onto $N.",
			ch, salve, victim, TO_CHAR );
		}
		else
		{
		    act( AT_ACTION, "You rub $p onto yourself.",
			ch, salve, NULL, TO_CHAR );
		    act( AT_ACTION, "$n rubs $p onto $mself.",
			ch, salve, NULL, TO_ROOM );
		}                                   
	    }
	}
	else
	    actiondesc( ch, salve, NULL ); 
    }

    WAIT_STATE( ch, salve->value[3] );
    retcode = obj_cast_spell( salve->value[4], salve->value[0], ch, victim, NULL );
    if ( retcode == rNONE )
	retcode = obj_cast_spell( salve->value[5], salve->value[0], ch, victim, NULL );
    if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
    {
	bug( "do_apply:  char died", 0 );
        return;
    }    

    if ( !obj_extracted(salve) && salve->value[1] <= 0 )
	extract_obj( salve );
    return;
}

/* generate an action description message */
void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo )
{
    char charbuf[MAX_STRING_LENGTH];
    char roombuf[MAX_STRING_LENGTH];
    char *srcptr = obj->action_desc;
    char *charptr = charbuf;
    char *roomptr = roombuf;
    const char *ichar = "You";
    const char *iroom = "Someone";

while ( *srcptr != '\0' )
{
  if ( *srcptr == '$' ) 
  {
    srcptr++;
    switch ( *srcptr )
    {
      case 'e':
        ichar = "you";
        iroom = "$e";
        break;

      case 'm':
        ichar = "you";
        iroom = "$m";
        break;

      case 'n':
        ichar = "you";
        iroom = "$n";
        break;

      case 's':
        ichar = "your";
        iroom = "$s";
        break;

      /*case 'q':
        iroom = "s";
        break;*/

      default: 
        srcptr--;
        *charptr++ = *srcptr;
        *roomptr++ = *srcptr;
        break;
    }
  }
  else if ( *srcptr == '%' && *++srcptr == 's' ) 
  {
    ichar = "You";
    iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
  }
  else
  {
    *charptr++ = *srcptr;
    *roomptr++ = *srcptr;
    srcptr++;
    continue;
  }

  while ( ( *charptr = *ichar ) != '\0' )
  {
    charptr++;
    ichar++;
  }

  while ( ( *roomptr = *iroom ) != '\0' )
  {
    roomptr++;
    iroom++;
  }
  srcptr++;
}

*charptr = '\0';
*roomptr = '\0';

/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); 
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); 
*/

switch( obj->item_type )
{
  case ITEM_BLOOD:
  case ITEM_FOUNTAIN:
    act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
    act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
    return;

  case ITEM_DRINK_CON:
    act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
    act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
    return;

  case ITEM_PIPE:
    return;

  case ITEM_ARMOR:
  case ITEM_WEAPON:
  case ITEM_LIGHT:
    return;
 
  case ITEM_COOK:
  case ITEM_FOOD:
  case ITEM_PILL:
    act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
    act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
    return;

  default:
    return;
}
return;
}

/*
 * Extended Bitvector Routines					-Thoric
 */

/* check to see if the extended bitvector is completely empty */
bool ext_is_empty( EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	if ( bits->bits[x] != 0 )
	    return FALSE;

    return TRUE;
}

void ext_clear_bits( EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	bits->bits[x] = 0;
}

/* for use by xHAS_BITS() -- works like IS_SET() */
int ext_has_bits( EXT_BV *var, EXT_BV *bits )
{
    int x, bit;

    for ( x = 0; x < XBI; x++ )
	if ( (bit=(var->bits[x] & bits->bits[x])) != 0 )
	    return bit;

    return 0;
}

/* for use by xSAME_BITS() -- works like == */
bool ext_same_bits( EXT_BV *var, EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	if ( var->bits[x] != bits->bits[x] )
	    return FALSE;

    return TRUE;
}

/* for use by xSET_BITS() -- works like SET_BIT() */
void ext_set_bits( EXT_BV *var, EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	var->bits[x] |= bits->bits[x];
}

/* for use by xREMOVE_BITS() -- works like REMOVE_BIT() */
void ext_remove_bits( EXT_BV *var, EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	var->bits[x] &= ~(bits->bits[x]);
}

/* for use by xTOGGLE_BITS() -- works like TOGGLE_BIT() */
void ext_toggle_bits( EXT_BV *var, EXT_BV *bits )
{
    int x;

    for ( x = 0; x < XBI; x++ )
	var->bits[x] ^= bits->bits[x];
}

/*
 * Read an extended bitvector from a file.			-Thoric
 */
EXT_BV fread_bitvector( FILE *fp )
{
    EXT_BV ret;
    int c, x = 0;
    int num = 0;
    
    memset( &ret, '\0', sizeof(ret) );
    for ( ;; )
    {
	num = fread_number(fp);
	if ( x < XBI )
	    ret.bits[x] = num;
	++x;
	if ( (c=getc(fp)) != '&' )
	{
	    ungetc(c, fp);
	    break;
	}
    }

    return ret;
}

/* return a string for writing a bitvector to a file */
char *print_bitvector( EXT_BV *bits )
{
    static char buf[XBI * 12];
    char *p = buf;
    int x, cnt = 0;

    for ( cnt = XBI-1; cnt > 0; cnt-- )
	if ( bits->bits[cnt] )
	    break;
    for ( x = 0; x <= cnt; x++ )
    {
	sprintf(p, "%d", bits->bits[x]);
	p += strlen(p);
	if ( x < cnt )
	    *p++ = '&';
    }
    *p = '\0';

    return buf;
}

/*
 * Write an extended bitvector to a file			-Thoric
 */
void fwrite_bitvector( EXT_BV *bits, FILE *fp )
{
    fputs( print_bitvector(bits), fp );
}


EXT_BV meb( int bit )
{
    EXT_BV bits;

    xCLEAR_BITS(bits);
    if ( bit >= 0 )
	xSET_BIT(bits, bit);

    return bits;
}


EXT_BV multimeb( int bit, ... )
{
    EXT_BV bits;
    va_list param;
    int b;
    
    xCLEAR_BITS(bits);
    if ( bit < 0 )
	return bits;

    xSET_BIT(bits, bit);

    va_start(param, bit);

    while ((b = va_arg(param, int)) != -1)
	xSET_BIT(bits, b);

    va_end(param);

    return bits;
}


#ifdef WIN32

/* routines not in Windows runtime libraries */

void gettimeofday(struct timeval *tv, struct timezone *tz)
{
    tv->tv_sec = time (0);
    tv->tv_usec = 0;
}

/* directory parsing stuff */

DIR * opendir (char * sDirName)
{
    DIR * dp = malloc (sizeof (DIR));

    dp->hDirectory = 0;      /* if zero, we must do a FindFirstFile */
    strcpy (dp->sDirName, sDirName);  /* remember for FindFirstFile */
    return dp;
}

struct dirent * readdir (DIR * dp)
{

    /* either read the first entry, or the next entry */
    do
    {
	if (dp->hDirectory == 0)
	{
	    dp->hDirectory = FindFirstFile (dp->sDirName, &dp->Win32FindData);
	    if (dp->hDirectory == INVALID_HANDLE_VALUE)
		return NULL;
	}
	else
	if (!FindNextFile (dp->hDirectory, &dp->Win32FindData))
	    return NULL;

	/* skip directories */

    } while (dp->Win32FindData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY);

    /* make a copy of the name string */
    dp->dirinfo.d_name = dp->Win32FindData.cFileName;

/* return a pointer to the DIR structure */

    return &dp->dirinfo;
}

void closedir(DIR * dp)
{
    if (dp->hDirectory)
	FindClose (dp->hDirectory);
    free (dp);
}

#endif
